A Bronco equipped in each hand.

The Akbronco is the akimbo variant of the Bronco Bronco, featuring higher fire rate and magazine size at the expense of slower reload speed.

This weapon can be sold for Credits645,000.

Manufacturing Requirements
Time: 12 hrs
Rush: Platinum64 25
MarketIcon Market Price: Platinum64 225 Blueprint2 Blueprints Price:Credits6420,000

The total credit cost of crafting the Akbronco, including the blueprint and crafting costs of its two constituent Broncos, is Credits64110,000.


This weapon deals primarily Impact b Impact damage.


  • High base damage.
  • Highest fire rate of all secondary shotguns.
  • Very ammo efficient.
  • Innate Madurai Pol polarity.



  • Akbronco, compared to Akbronco Prime:
    • Lower base damage (280.0 vs. 350.0)
      • Lower Impact b Impact damage (224.0 vs. 280.0)
      • Lower Puncture b Puncture damage (28.0 vs. 35.0)
      • Lower Slash b Slash damage (28.0 vs. 35.0)
    • Lower status chance (3.14% vs. 12.86%)
    • Higher fire rate (8.33 rounds/sec vs. 4.33 rounds/sec)
    • Shorter range before damage falloff starts (7m vs. 9m)
    • Shorter range before damage falloff ends (14m vs. 18m)
    • Larger max damage reduction due to falloff (75% vs. 74%)
    • Smaller magazine (4 rounds vs. 8 rounds)
    • Different polarities (Madurai Pol vs. Madurai PolMadurai Pol)
    • Lower Mastery Rank required (2 vs. 10)
    • Higher disposition (1.35 vs. 1.3)

Weapon LoadoutsEdit


  • Even a maxed Mod TT 20pxSlip Magazine can only give a maximum magazine size of 5.
    • It is recommended to use Mod TT 20pxIce Storm instead of Slip Magazine, as both mods have the same amount of mod capacities required, and that maxed Ice Storm can give a maximum magazine size of 6 (plus, you get 40% more cold damage).
  • The weapon's spread cone can be reduced by zooming in.


  • Weapon will create six holes in scenery and objects such as walls, regardless of having multishot on, even though seven are actually registered on enemies, this includes multishot which shoots more pellets but only registers six holes regardless. Most likely to reduce lag.
  • Listed firing rate does not reflect the actual firing rate. The actual fire rate is lower than 8.33 shots/seconds.
  • The damage listed is actually the combination of all seven pellets' damage values. The actual damage per pellet is 32 impact, 4 puncture, and 4 slash.


  • In closed beta, this weapon used to deal 204 damage and there was a glitch with reloading for an infinite magazine.
  • This weapon was previously named Dual Broncos.


Patch HistoryEdit

Update 27.2
Greater than 100% Status having meaning

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

  • (Undocumented) Status chance per projectile increased from 3.1428571428571% to 9.4285714285714%.

Update 22.12

  • Damage increased from 38 to 40 (per pellet).
  • Status chance increased from 20% to 22%.
  • Critical chance increased from 2.5% to 6%.

Update 21.0

  • Damage increased from 15 to 38.
  • Damage fall off added starting from 7m and ending at 14 with a minimum damage of 10.
  • Status Chance increased from 14% to 20%.

Update 8.0

  • Introduced.

Last updated: Hotfix 24.1.4

See alsoEdit

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